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    I like the new barn doors of the rectangular lights in 4.22 p5. Gives a lot more control in tight lightning situations.

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      Originally posted by yPaCMaNy View Post
      https://issues.unrealengine.com/issue/UE-71054 i've reported this bug since preview 2 .. and it looks like it could be related to what someone's saying about denoiser breaking ray tracing illumination/reflection in preview 5. In my case i found out the Skysphere Material wasn't reflecting properly being unlit (black ground and blurred clouds). While setting Sky material to Lit was the solution to fix the incorrect reflection, that would now make ray tracing illumination/shadows break on scene (but correct in the reflection ._. )

      #1: everything is default for raytracing to work as supposed
      #1-Incorrect-skysphere-reflection.png

      #2: set Skymaterial to Lit
      #2-Correct-reflection,-incorrect-scene-lighting.png

      #3: "Cast raytraced shadows" from Lightsource disabled
      #3-Everything-seems-to-be-correct,-but-no-raytraced-shadows-from-lightsource.png

      EDIT: images showing new issue updates for PREVIEW 5

      #4: previews lighting errors seem to be fixed(raytraced shadows from lightsource now enabled), translucency reflection error
      Click image for larger version

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      #5: r.raytracing.translucency set to 1, correct shading on object, incorrect reflection for the translucent material
      Click image for larger version

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      #6: r.raytracing.globalillumination set to 1...
      Click image for larger version

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      #7 r.raytracing.globalillumination set to 1 and denoiser to 0
      Click image for larger version

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      test: r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount 1

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        After updating to P5, I can't build lights anymore for some levels. All light map res are on power of 2.
        Attached Files

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          Originally posted by estudioae View Post

          test: r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount 1
          Cool, it fixed the dark reflections and sky problem.
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            Originally posted by estudioae View Post

            test: r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount 1
            This needs to be a sticky or highlighted cause it automatically fixes the black sky issue.
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              What am I doing wrong?
              Built-in live++ is really slow i think. Previously, I used live++ as a separate plugin and the build takes 1-3 seconds.
              Now 15-20 seconds... but using only UBT build takes 10-15 seconds
              UE 4.22.p5
              Attached Files

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                The plugin doesn't run UHT. I guess that's why it's way faster.

                Hopefully they aren't trying to do the object reinstancing nonsense again, I would much rather have a fast hot reload with clearly known limitations than a slow one which magically breaks blueprints sometimes...
                Last edited by Zeblote; 03-17-2019, 04:48 AM.

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                  Looks like preview 5 loves studiolight blueprint with this little fix. Simple skylight and directlight make scene dark. Adding hdri to skylight drop down FPS and sometimes crashed.
                  With that fps is better. You must add postprocess and play with raytracing parameters there. I use 1 bounce for GI and 3 samples per pixel.

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                    Originally posted by estudioae View Post

                    test: r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount 1
                    worked like a charm, you rule man.

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                      Anyone have any luck with translucency? or is this still not working yet?
                      I had to remove the glass to get light in. Everything else is looking good so far though.


                      Click image for larger version

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                        Does anyone have issue with sphere traces (and other shapes), where they do not hit any objects on scene ?
                        https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                          Originally posted by estudioae View Post

                          test: r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount 1
                          Nice man, i'm adding this fix to the updates i'm showing to unreal via email for my original submission

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                            For filmmaking I would love to have an easy way for it to rest for 2 seconds before each frame. I have an 8 Gig RTX card and I notice that it takes a split second for the shadow noise to settle down. For offline rendering this would help a Huge Amount...

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                              Originally posted by CHADALAK1 View Post
                              I think there is a bug with recording morph targets with Take Recorder. I implement a lerp from 0 to 1 and back to record the morph target via blueprint, but it's not recording the morph target.
                              Bug report has been submitted for this!

                              https://issues.unrealengine.com/issue/UE-71691
                              Portfolio/Tutorials: http://chadreddick.com

                              Comment


                                Originally posted by estudioae View Post

                                test: r.GlobalIllumination.Denoiser.HistoryConvolution.SampleCount 1
                                So, to anyone that seeks perfection i managed to workaround this issue i was now seeing on objects borders having the SkySphere Material (set to Lit) on background, while also setting "r.Raytracing.Globalillumination.Denoiser 1". Click image for larger version  Name:	image1.png Views:	1 Size:	460.1 KB ID:	1596406

                                Just connect the Base Color input of the Skysphere Material as shown in image 2 Click image for larger version  Name:	image2.png Views:	1 Size:	458.9 KB ID:	1596407

                                EDIT: well it seems that only SOMETIMES it works properly...xD most of the time you will get black artifacts all over the sky...hopefully we will get proper results using raytracing upon engine release
                                Last edited by yPaCMaNy; 03-19-2019, 10:22 AM.

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